8 Commits

Author SHA1 Message Date
f71f7cd5ed fix: corregir guard de padding inferior en HelpOverlay
El guard usaba `current_y + line_height >= box_height_ - padding`,
lo que cortaba la última línea de col0 (Num/) por un solo píxel.
Cambiado a `current_y + glyph_height > box_height_ - padding` para
usar el alto visual real del glifo en lugar del line_height completo.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 20:59:31 +01:00
dcea4ebbab fix: corregir padding asimétrico en HelpOverlay con getGlyphHeight()
Añade TextRenderer::getGlyphHeight() (ascent - descent, sin line_gap)
y lo usa en calculateTextDimensions() para descontar el gap sobrante
de la última línea, aproximando padding superior e inferior simétricos.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 19:29:35 +01:00
b9b5f0b29f feat: rediseño HUD ayuda — 3 columnas, colores diferenciados, font -1pt
- Reorganizar key_bindings_ en 3 columnas (SIMULACIÓN+FIGURAS3D / VISUAL+PANTALLA / MODOS+DEBUG)
- Añadir F6 (escalado entero) y corregir F5 (Toggle PostFX), X (ciclar presets)
- Teclas usan category_color, descripciones usan content_color
- Separadores vacíos avanzan media línea (fix secciones pegadas)
- Font size del overlay reducido en 1pt respecto al resto de la UI
- calculateTextDimensions y rebuildCachedTexture actualizados para 3 columnas

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 19:06:48 +01:00
200672756c refactor: separar F5 (toggle) y X (ciclo modos) en PostFX
- X ya no incluye OFF en el ciclo; si PostFX está desactivado, no hace nada
- cycleShader() cicla solo entre los 4 modos usando postfx_effect_mode_
- Eliminar postfx_cycle_idx_ (redundante, causaba desincronización)
- postfx_effect_mode_ por defecto = 3 (completo) para que F5 active completo sin --postfx

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 18:36:45 +01:00
f3b029c5b6 refactor: normalizar notificaciones a castellano, title case sin dos puntos
- Todo en castellano (Vinyeta→viñeta, Cromàtica→cromática, Complet→completo, Desactivat→desactivado, Boids→boids)
- Primera letra mayúscula, resto minúscula (MODO SANDBOX→Modo sandbox, etc.)
- Sin dos puntos separador (PostFX: X→PostFX X, Escalado: X→Escalado X, Sprite: X→Textura X)
- Separadores de miles en castellano (1,000→1.000 pelotas)
- Nombres de figura en minúscula via tolower (SPHERE→sphere → "Modo sphere")
- Ajuste valores PostFX por defecto (vignette 1.5→0.8, chroma 1.0→0.2)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 18:21:28 +01:00
e46c3eb4ba fix: ajustes de rutas y guards en vscode, rc y gpu_pipeline
- c_cpp_properties.json: añadir build/generated_shaders a includePath
- vibe3.rc: corregir ruta del icono a release/icons/icon.ico
- gpu_pipeline.cpp: envolver shaders MSL con guard #ifdef __APPLE__

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 18:00:30 +01:00
ea05e1eb2e fix: evitar error 'ruta no encontrada' en Windows con find
En Windows, `find` es un comando de cmd distinto al de Unix,
causando el error "El sistema no puede encontrar la ruta especificada"
al evaluar DATA_FILES. Se condiciona el uso de find solo en sistemas
no-Windows.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 17:58:04 +01:00
c052b45a60 refactor: eliminar sistema de shaders externos (ShaderManager + GpuShaderPreset)
Elimina el sistema multi-pass de shaders runtime en favor del PostFX nativo.
Queda solo el ciclo de 5 modos nativos: OFF → Vinyeta → Scanlines → Cromàtica → Complet.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 17:08:08 +01:00
37 changed files with 192 additions and 1654 deletions

View File

@@ -5,6 +5,7 @@
"includePath": [
"${workspaceFolder}/source",
"${workspaceFolder}/source/external",
"${workspaceFolder}/build/generated_shaders",
"${env:HOMEBREW_PREFIX}/include",
"/opt/homebrew/include"
],
@@ -25,6 +26,7 @@
"includePath": [
"${workspaceFolder}/source",
"${workspaceFolder}/source/external",
"${workspaceFolder}/build/generated_shaders",
"/usr/include",
"/usr/local/include"
],
@@ -41,6 +43,7 @@
"includePath": [
"${workspaceFolder}/source",
"${workspaceFolder}/source/external",
"${workspaceFolder}/build/generated_shaders",
"C:/mingw/include"
],
"defines": [

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@@ -64,61 +64,6 @@ if(NOT APPLE)
endforeach()
add_custom_target(shaders ALL DEPENDS ${SPIRV_HEADERS})
# External runtime shaders: auto-discover and compile data/shaders/**/*.vert/*.frag
# Output: <source>.spv alongside each source file (loaded at runtime by GpuShaderPreset)
file(GLOB_RECURSE DATA_SHADERS
"${CMAKE_SOURCE_DIR}/data/shaders/**/*.vert"
"${CMAKE_SOURCE_DIR}/data/shaders/**/*.frag")
set(DATA_SHADER_SPVS)
foreach(SHADER_FILE ${DATA_SHADERS})
get_filename_component(SHADER_EXT "${SHADER_FILE}" EXT)
if(SHADER_EXT STREQUAL ".vert")
set(STAGE_FLAG "-fshader-stage=vertex")
else()
set(STAGE_FLAG "-fshader-stage=fragment")
endif()
set(SPV_FILE "${SHADER_FILE}.spv")
add_custom_command(
OUTPUT "${SPV_FILE}"
COMMAND "${GLSLC}" ${STAGE_FLAG} -o "${SPV_FILE}" "${SHADER_FILE}"
DEPENDS "${SHADER_FILE}"
COMMENT "Compiling ${SHADER_FILE}"
)
list(APPEND DATA_SHADER_SPVS "${SPV_FILE}")
endforeach()
if(DATA_SHADER_SPVS)
add_custom_target(data_shaders ALL DEPENDS ${DATA_SHADER_SPVS})
endif()
endif()
# macOS: transpile .spv → .msl for GpuShaderPreset
if(APPLE)
find_program(SPIRV_CROSS spirv-cross)
if(SPIRV_CROSS)
file(GLOB_RECURSE DATA_SHADER_SPVS
"${CMAKE_SOURCE_DIR}/data/shaders/*.vert.spv"
"${CMAKE_SOURCE_DIR}/data/shaders/*.frag.spv"
)
set(DATA_SHADER_MSLS)
foreach(SPV_FILE ${DATA_SHADER_SPVS})
set(MSL_FILE "${SPV_FILE}.msl")
add_custom_command(
OUTPUT "${MSL_FILE}"
COMMAND "${SPIRV_CROSS}" --msl --output "${MSL_FILE}" "${SPV_FILE}"
DEPENDS "${SPV_FILE}"
COMMENT "Transpiling ${SPV_FILE} to MSL"
)
list(APPEND DATA_SHADER_MSLS "${MSL_FILE}")
endforeach()
if(DATA_SHADER_MSLS)
add_custom_target(data_shader_msls ALL DEPENDS ${DATA_SHADER_MSLS})
endif()
else()
message(STATUS "spirv-cross not found — GpuShaderPreset will not work on macOS (run: brew install spirv-cross)")
endif()
endif()
# Archivos fuente (excluir main_old.cpp)
@@ -160,13 +105,6 @@ target_link_libraries(${PROJECT_NAME} ${LINK_LIBS})
if(NOT APPLE)
add_dependencies(${PROJECT_NAME} shaders)
target_include_directories(${PROJECT_NAME} PRIVATE "${SHADER_GEN_DIR}")
if(TARGET data_shaders)
add_dependencies(${PROJECT_NAME} data_shaders)
endif()
endif()
if(APPLE AND TARGET data_shader_msls)
add_dependencies(${PROJECT_NAME} data_shader_msls)
endif()
# Tool: pack_resources

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@@ -9,9 +9,9 @@ DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
TARGET_NAME := vibe3_physics
TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
APP_NAME := ViBe3 Physics
RELEASE_FOLDER := vibe3_release
RELEASE_FOLDER := dist/_tmp
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
RESOURCE_FILE := release/windows/vibe3.res
RESOURCE_FILE := build/vibe3.res
DIST_DIR := dist
# Variables para herramienta de empaquetado
@@ -66,7 +66,7 @@ APP_SOURCES := $(wildcard source/*.cpp) \
APP_SOURCES := $(filter-out source/main_old.cpp, $(APP_SOURCES))
# Includes
INCLUDES := -Isource -Isource/external
INCLUDES := -Isource -Isource/external -Ibuild/generated_shaders
# Variables según el sistema operativo
CXXFLAGS_BASE := -std=c++20 -Wall
@@ -107,7 +107,11 @@ $(PACK_TOOL): $(PACK_SOURCES)
pack_tool: $(PACK_TOOL)
# Detectar todos los archivos en data/ como dependencias (regenera si cualquiera cambia)
DATA_FILES := $(shell find data -type f 2>/dev/null)
ifeq ($(OS),Windows_NT)
DATA_FILES :=
else
DATA_FILES := $(shell find data -type f 2>/dev/null)
endif
resources.pack: $(PACK_TOOL) $(DATA_FILES)
@echo "Generando resources.pack desde directorio data/..."
@@ -123,8 +127,7 @@ force_resource_pack: $(PACK_TOOL)
# Reglas para compilación
windows:
@echo off
@echo Compilando para Windows con nombre: "$(APP_NAME).exe"
@echo Compilando para Windows con nombre: $(APP_NAME).exe
windres release/windows/vibe3.rc -O coff -o $(RESOURCE_FILE)
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE).exe"
strip -s -R .comment -R .gnu.version "$(WIN_TARGET_FILE).exe" --strip-unneeded
@@ -134,6 +137,7 @@ windows_release: force_resource_pack
# Crea carpeta temporal 'RELEASE_FOLDER'
@if exist "$(RELEASE_FOLDER)" rmdir /S /Q "$(RELEASE_FOLDER)"
@if not exist "$(DIST_DIR)" mkdir "$(DIST_DIR)"
@mkdir "$(RELEASE_FOLDER)"
# Copia el archivo 'resources.pack'
@@ -145,7 +149,6 @@ windows_release: force_resource_pack
@copy /Y release\windows\dll\*.dll "$(RELEASE_FOLDER)\" >nul 2>&1 || echo DLLs copied successfully
# Compila
@if not exist "$(DIST_DIR)" mkdir "$(DIST_DIR)"
@windres release/windows/vibe3.rc -O coff -o $(RESOURCE_FILE)
@$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
@strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded

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@@ -538,7 +538,7 @@ vibe3_physics/
### Dependencias de shaders
El proyecto compila shaders GLSL a SPIR-V en todas las plataformas usando `glslc` (incluido en el Vulkan SDK). En macOS, adicionalmente transpila los `.spv` a MSL (Metal) con `spirv-cross`.
El proyecto compila shaders GLSL a SPIR-V en todas las plataformas usando `glslc` (incluido en el Vulkan SDK). En macOS, adicionalmente transpila los `.spv` a MSL (Metal) con `spirv-cross` (shaders internos: sprite, ball, postfx).
| Plataforma | Backend GPU | Herramienta de shaders | Resultado |
|------------|-------------|------------------------|-----------|
@@ -624,7 +624,7 @@ cmake ..
cmake --build .
```
En macOS, CMake detecta automáticamente `spirv-cross` y genera los `.spv.msl` necesarios. Si no está instalado, los shaders de preset externos no funcionarán (el resto de la app sí).
En macOS, CMake detecta automáticamente `spirv-cross` y genera los `.spv.msl` necesarios para los shaders internos (sprite, ball, postfx).
### Make directo (Linux/macOS)

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@@ -1,28 +0,0 @@
# Based on dannyld's rainbow settings
shaders = 2
shader0 = "../crt/shaders/mame_hlsl/shaders/mame_ntsc_encode.slang"
filter_linear0 = "true"
scale_type0 = "source"
scale0 = "1.000000"
shader1 = "../crt/shaders/mame_hlsl/shaders/mame_ntsc_decode.slang"
filter_linear1 = "true"
scale_type1 = "source"
scale_1 = "1.000000"
# ntsc parameters
ntscsignal = "1.000000"
avalue = "0.000000"
bvalue = "0.000000"
scantime = "47.900070"
# optional blur
shadowalpha = "0.100000"
notch_width = "3.450001"
ifreqresponse = "1.750000"
qfreqresponse = "1.450000"
# uncomment for jailbars in blue
#pvalue = "1.100000"

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@@ -1,69 +0,0 @@
#version 450
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
// Adapted from mame_ntsc_encode.slang for SDL3 GPU / Vulkan SPIRV
layout(location=0) in vec2 v_uv;
layout(location=0) out vec4 FragColor;
layout(set=2, binding=0) uniform sampler2D Source;
layout(set=3, binding=0) uniform NTSCParams {
float source_width;
float source_height;
float a_value;
float b_value;
float cc_value;
float scan_time;
float notch_width;
float y_freq;
float i_freq;
float q_freq;
float _pad0;
float _pad1;
} u;
const float PI = 3.1415927;
const float PI2 = PI * 2.0;
void main() {
vec2 source_dims = vec2(u.source_width, u.source_height);
// p_value=1: one texel step per sub-sample (no horizontal stretch)
vec2 PValueSourceTexel = vec2(1.0, 0.0) / source_dims;
vec2 C0 = v_uv + PValueSourceTexel * vec2(0.00, 0.0);
vec2 C1 = v_uv + PValueSourceTexel * vec2(0.25, 0.0);
vec2 C2 = v_uv + PValueSourceTexel * vec2(0.50, 0.0);
vec2 C3 = v_uv + PValueSourceTexel * vec2(0.75, 0.0);
vec4 Cx = vec4(C0.x, C1.x, C2.x, C3.x);
vec4 Cy = vec4(C0.y, C1.y, C2.y, C3.y);
vec4 Texel0 = texture(Source, C0);
vec4 Texel1 = texture(Source, C1);
vec4 Texel2 = texture(Source, C2);
vec4 Texel3 = texture(Source, C3);
vec4 HPosition = Cx;
vec4 VPosition = Cy;
const vec4 YDot = vec4(0.299, 0.587, 0.114, 0.0);
const vec4 IDot = vec4(0.595716, -0.274453, -0.321263, 0.0);
const vec4 QDot = vec4(0.211456, -0.522591, 0.311135, 0.0);
vec4 Y = vec4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
vec4 I = vec4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
vec4 Q = vec4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
float W = PI2 * u.cc_value * u.scan_time;
float WoPI = W / PI;
float HOffset = u.a_value / WoPI;
float VScale = u.b_value * source_dims.y / WoPI;
vec4 T = HPosition + vec4(HOffset) + VPosition * vec4(VScale);
vec4 TW = T * W;
FragColor = Y + I * cos(TW) + Q * sin(TW);
}

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@@ -1,61 +0,0 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct NTSCParams
{
float source_width;
float source_height;
float a_value;
float b_value;
float cc_value;
float scan_time;
float notch_width;
float y_freq;
float i_freq;
float q_freq;
float _pad0;
float _pad1;
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 v_uv [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant NTSCParams& u [[buffer(0)]], texture2d<float> Source [[texture(0)]], sampler SourceSmplr [[sampler(0)]])
{
main0_out out = {};
float2 source_dims = float2(u.source_width, u.source_height);
float2 PValueSourceTexel = float2(1.0, 0.0) / source_dims;
float2 C0 = in.v_uv + (PValueSourceTexel * float2(0.0));
float2 C1 = in.v_uv + (PValueSourceTexel * float2(0.25, 0.0));
float2 C2 = in.v_uv + (PValueSourceTexel * float2(0.5, 0.0));
float2 C3 = in.v_uv + (PValueSourceTexel * float2(0.75, 0.0));
float4 Cx = float4(C0.x, C1.x, C2.x, C3.x);
float4 Cy = float4(C0.y, C1.y, C2.y, C3.y);
float4 Texel0 = Source.sample(SourceSmplr, C0);
float4 Texel1 = Source.sample(SourceSmplr, C1);
float4 Texel2 = Source.sample(SourceSmplr, C2);
float4 Texel3 = Source.sample(SourceSmplr, C3);
float4 HPosition = Cx;
float4 VPosition = Cy;
float4 Y = float4(dot(Texel0, float4(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625, 0.0)), dot(Texel1, float4(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625, 0.0)), dot(Texel2, float4(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625, 0.0)), dot(Texel3, float4(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625, 0.0)));
float4 I = float4(dot(Texel0, float4(0.595715999603271484375, -0.2744530141353607177734375, -0.3212629854679107666015625, 0.0)), dot(Texel1, float4(0.595715999603271484375, -0.2744530141353607177734375, -0.3212629854679107666015625, 0.0)), dot(Texel2, float4(0.595715999603271484375, -0.2744530141353607177734375, -0.3212629854679107666015625, 0.0)), dot(Texel3, float4(0.595715999603271484375, -0.2744530141353607177734375, -0.3212629854679107666015625, 0.0)));
float4 Q = float4(dot(Texel0, float4(0.211456000804901123046875, -0.52259099483489990234375, 0.311134994029998779296875, 0.0)), dot(Texel1, float4(0.211456000804901123046875, -0.52259099483489990234375, 0.311134994029998779296875, 0.0)), dot(Texel2, float4(0.211456000804901123046875, -0.52259099483489990234375, 0.311134994029998779296875, 0.0)), dot(Texel3, float4(0.211456000804901123046875, -0.52259099483489990234375, 0.311134994029998779296875, 0.0)));
float W = (6.283185482025146484375 * u.cc_value) * u.scan_time;
float WoPI = W / 3.1415927410125732421875;
float HOffset = u.a_value / WoPI;
float VScale = (u.b_value * source_dims.y) / WoPI;
float4 T = (HPosition + float4(HOffset)) + (VPosition * float4(VScale));
float4 TW = T * W;
out.FragColor = (Y + (I * cos(TW))) + (Q * sin(TW));
return out;
}

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@@ -1,8 +0,0 @@
#version 450
layout(location=0) out vec2 v_uv;
void main() {
vec2 positions[3] = vec2[3](vec2(-1.0,-1.0), vec2(3.0,-1.0), vec2(-1.0,3.0));
vec2 uvs[3] = vec2[3](vec2(0.0, 1.0), vec2(2.0, 1.0), vec2(0.0,-1.0));
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
v_uv = uvs[gl_VertexIndex];
}

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@@ -1,63 +0,0 @@
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
thread T& operator [] (size_t pos) thread
{
return elements[pos];
}
constexpr const thread T& operator [] (size_t pos) const thread
{
return elements[pos];
}
device T& operator [] (size_t pos) device
{
return elements[pos];
}
constexpr const device T& operator [] (size_t pos) const device
{
return elements[pos];
}
constexpr const constant T& operator [] (size_t pos) const constant
{
return elements[pos];
}
threadgroup T& operator [] (size_t pos) threadgroup
{
return elements[pos];
}
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
{
return elements[pos];
}
};
constant spvUnsafeArray<float2, 3> _18 = spvUnsafeArray<float2, 3>({ float2(-1.0), float2(3.0, -1.0), float2(-1.0, 3.0) });
constant spvUnsafeArray<float2, 3> _26 = spvUnsafeArray<float2, 3>({ float2(0.0, 1.0), float2(2.0, 1.0), float2(0.0, -1.0) });
struct main0_out
{
float2 v_uv [[user(locn0)]];
float4 gl_Position [[position]];
};
vertex main0_out main0(uint gl_VertexIndex [[vertex_id]])
{
main0_out out = {};
out.gl_Position = float4(_18[int(gl_VertexIndex)], 0.0, 1.0);
out.v_uv = _26[int(gl_VertexIndex)];
return out;
}

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@@ -1,148 +0,0 @@
#version 450
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
// Adapted from mame_ntsc_decode.slang for SDL3 GPU / Vulkan SPIRV
layout(location=0) in vec2 v_uv;
layout(location=0) out vec4 FragColor;
layout(set=2, binding=0) uniform sampler2D Source;
layout(set=3, binding=0) uniform NTSCParams {
float source_width;
float source_height;
float a_value;
float b_value;
float cc_value;
float scan_time;
float notch_width;
float y_freq;
float i_freq;
float q_freq;
float _pad0;
float _pad1;
} u;
const float PI = 3.1415927;
const float PI2 = PI * 2.0;
const vec3 RDot = vec3(1.0, 0.956, 0.621);
const vec3 GDot = vec3(1.0, -0.272, -0.647);
const vec3 BDot = vec3(1.0, -1.106, 1.703);
const vec4 NotchOffset = vec4(0.0, 1.0, 2.0, 3.0);
const int SampleCount = 64;
const int HalfSampleCount = 32;
void main() {
vec2 source_dims = vec2(u.source_width, u.source_height);
vec4 BaseTexel = texture(Source, v_uv);
float CCValue = u.cc_value;
float ScanTime = u.scan_time;
float NotchHalfWidth = u.notch_width / 2.0;
float YFreqResponse = u.y_freq;
float IFreqResponse = u.i_freq;
float QFreqResponse = u.q_freq;
float AValue = u.a_value;
float BValue = u.b_value;
float TimePerSample = ScanTime / (source_dims.x * 4.0);
float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample;
float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample;
float Fc_y3 = YFreqResponse * TimePerSample;
float Fc_i = IFreqResponse * TimePerSample;
float Fc_q = QFreqResponse * TimePerSample;
float Fc_i_2 = Fc_i * 2.0;
float Fc_q_2 = Fc_q * 2.0;
float Fc_y1_2 = Fc_y1 * 2.0;
float Fc_y2_2 = Fc_y2 * 2.0;
float Fc_y3_2 = Fc_y3 * 2.0;
float Fc_i_pi2 = Fc_i * PI2;
float Fc_q_pi2 = Fc_q * PI2;
float Fc_y1_pi2 = Fc_y1 * PI2;
float Fc_y2_pi2 = Fc_y2 * PI2;
float Fc_y3_pi2 = Fc_y3 * PI2;
float PI2Length = PI2 / float(SampleCount);
float W = PI2 * CCValue * ScanTime;
float WoPI = W / PI;
float HOffset = BValue / WoPI;
float VScale = AValue * source_dims.y / WoPI;
vec4 YAccum = vec4(0.0);
vec4 IAccum = vec4(0.0);
vec4 QAccum = vec4(0.0);
vec4 Cy = vec4(v_uv.y);
vec4 VPosition = Cy;
for (float i = 0.0; i < float(SampleCount); i += 4.0) {
float n = i - float(HalfSampleCount);
vec4 n4 = n + NotchOffset;
vec4 Cx = vec4(v_uv.x) + (n4 * 0.25) / source_dims.x;
vec4 HPosition = Cx;
vec4 C = texture(Source, vec2(Cx.r, Cy.r));
vec4 T = HPosition + vec4(HOffset) + VPosition * vec4(VScale);
vec4 WT = W * T;
vec4 SincKernel = 0.54 + 0.46 * cos(PI2Length * n4);
vec4 SincYIn1 = Fc_y1_pi2 * n4;
vec4 SincYIn2 = Fc_y2_pi2 * n4;
vec4 SincYIn3 = Fc_y3_pi2 * n4;
vec4 SincIIn = Fc_i_pi2 * n4;
vec4 SincQIn = Fc_q_pi2 * n4;
vec4 SincY1, SincY2, SincY3;
SincY1.x = (SincYIn1.x != 0.0) ? sin(SincYIn1.x) / SincYIn1.x : 1.0;
SincY1.y = (SincYIn1.y != 0.0) ? sin(SincYIn1.y) / SincYIn1.y : 1.0;
SincY1.z = (SincYIn1.z != 0.0) ? sin(SincYIn1.z) / SincYIn1.z : 1.0;
SincY1.w = (SincYIn1.w != 0.0) ? sin(SincYIn1.w) / SincYIn1.w : 1.0;
SincY2.x = (SincYIn2.x != 0.0) ? sin(SincYIn2.x) / SincYIn2.x : 1.0;
SincY2.y = (SincYIn2.y != 0.0) ? sin(SincYIn2.y) / SincYIn2.y : 1.0;
SincY2.z = (SincYIn2.z != 0.0) ? sin(SincYIn2.z) / SincYIn2.z : 1.0;
SincY2.w = (SincYIn2.w != 0.0) ? sin(SincYIn2.w) / SincYIn2.w : 1.0;
SincY3.x = (SincYIn3.x != 0.0) ? sin(SincYIn3.x) / SincYIn3.x : 1.0;
SincY3.y = (SincYIn3.y != 0.0) ? sin(SincYIn3.y) / SincYIn3.y : 1.0;
SincY3.z = (SincYIn3.z != 0.0) ? sin(SincYIn3.z) / SincYIn3.z : 1.0;
SincY3.w = (SincYIn3.w != 0.0) ? sin(SincYIn3.w) / SincYIn3.w : 1.0;
vec4 IdealY = Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2 + Fc_y3_2 * SincY3;
vec4 IdealI, IdealQ;
IdealI.x = Fc_i_2 * ((SincIIn.x != 0.0) ? sin(SincIIn.x) / SincIIn.x : 1.0);
IdealI.y = Fc_i_2 * ((SincIIn.y != 0.0) ? sin(SincIIn.y) / SincIIn.y : 1.0);
IdealI.z = Fc_i_2 * ((SincIIn.z != 0.0) ? sin(SincIIn.z) / SincIIn.z : 1.0);
IdealI.w = Fc_i_2 * ((SincIIn.w != 0.0) ? sin(SincIIn.w) / SincIIn.w : 1.0);
IdealQ.x = Fc_q_2 * ((SincQIn.x != 0.0) ? sin(SincQIn.x) / SincQIn.x : 1.0);
IdealQ.y = Fc_q_2 * ((SincQIn.y != 0.0) ? sin(SincQIn.y) / SincQIn.y : 1.0);
IdealQ.z = Fc_q_2 * ((SincQIn.z != 0.0) ? sin(SincQIn.z) / SincQIn.z : 1.0);
IdealQ.w = Fc_q_2 * ((SincQIn.w != 0.0) ? sin(SincQIn.w) / SincQIn.w : 1.0);
vec4 FilterY = SincKernel * IdealY;
vec4 FilterI = SincKernel * IdealI;
vec4 FilterQ = SincKernel * IdealQ;
YAccum += C * FilterY;
IAccum += C * cos(WT) * FilterI;
QAccum += C * sin(WT) * FilterQ;
}
vec3 YIQ = vec3(
(YAccum.r + YAccum.g + YAccum.b + YAccum.a),
(IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0,
(QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0);
vec3 RGB = vec3(
dot(YIQ, RDot),
dot(YIQ, GDot),
dot(YIQ, BDot));
FragColor = vec4(RGB, BaseTexel.a);
}

View File

@@ -1,304 +0,0 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct NTSCParams
{
float source_width;
float source_height;
float a_value;
float b_value;
float cc_value;
float scan_time;
float notch_width;
float y_freq;
float i_freq;
float q_freq;
float _pad0;
float _pad1;
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 v_uv [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant NTSCParams& u [[buffer(0)]], texture2d<float> Source [[texture(0)]], sampler SourceSmplr [[sampler(0)]])
{
main0_out out = {};
float2 source_dims = float2(u.source_width, u.source_height);
float4 BaseTexel = Source.sample(SourceSmplr, in.v_uv);
float CCValue = u.cc_value;
float ScanTime = u.scan_time;
float NotchHalfWidth = u.notch_width / 2.0;
float YFreqResponse = u.y_freq;
float IFreqResponse = u.i_freq;
float QFreqResponse = u.q_freq;
float AValue = u.a_value;
float BValue = u.b_value;
float TimePerSample = ScanTime / (source_dims.x * 4.0);
float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample;
float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample;
float Fc_y3 = YFreqResponse * TimePerSample;
float Fc_i = IFreqResponse * TimePerSample;
float Fc_q = QFreqResponse * TimePerSample;
float Fc_i_2 = Fc_i * 2.0;
float Fc_q_2 = Fc_q * 2.0;
float Fc_y1_2 = Fc_y1 * 2.0;
float Fc_y2_2 = Fc_y2 * 2.0;
float Fc_y3_2 = Fc_y3 * 2.0;
float Fc_i_pi2 = Fc_i * 6.283185482025146484375;
float Fc_q_pi2 = Fc_q * 6.283185482025146484375;
float Fc_y1_pi2 = Fc_y1 * 6.283185482025146484375;
float Fc_y2_pi2 = Fc_y2 * 6.283185482025146484375;
float Fc_y3_pi2 = Fc_y3 * 6.283185482025146484375;
float PI2Length = 0.098174773156642913818359375;
float W = (6.283185482025146484375 * CCValue) * ScanTime;
float WoPI = W / 3.1415927410125732421875;
float HOffset = BValue / WoPI;
float VScale = (AValue * source_dims.y) / WoPI;
float4 YAccum = float4(0.0);
float4 IAccum = float4(0.0);
float4 QAccum = float4(0.0);
float4 Cy = float4(in.v_uv.y);
float4 VPosition = Cy;
float4 SincY1;
float _259;
float _274;
float _290;
float _306;
float4 SincY2;
float _322;
float _337;
float _352;
float _367;
float4 SincY3;
float _383;
float _398;
float _413;
float _428;
float4 IdealI;
float _457;
float _474;
float _491;
float _508;
float4 IdealQ;
float _526;
float _543;
float _560;
float _577;
for (float i = 0.0; i < 64.0; i += 4.0)
{
float n = i - 32.0;
float4 n4 = float4(n) + float4(0.0, 1.0, 2.0, 3.0);
float4 Cx = float4(in.v_uv.x) + ((n4 * 0.25) / float4(source_dims.x));
float4 HPosition = Cx;
float4 C = Source.sample(SourceSmplr, float2(Cx.x, Cy.x));
float4 T = (HPosition + float4(HOffset)) + (VPosition * float4(VScale));
float4 WT = T * W;
float4 SincKernel = float4(0.540000021457672119140625) + (cos(n4 * PI2Length) * 0.4600000083446502685546875);
float4 SincYIn1 = n4 * Fc_y1_pi2;
float4 SincYIn2 = n4 * Fc_y2_pi2;
float4 SincYIn3 = n4 * Fc_y3_pi2;
float4 SincIIn = n4 * Fc_i_pi2;
float4 SincQIn = n4 * Fc_q_pi2;
if (SincYIn1.x != 0.0)
{
_259 = sin(SincYIn1.x) / SincYIn1.x;
}
else
{
_259 = 1.0;
}
SincY1.x = _259;
if (SincYIn1.y != 0.0)
{
_274 = sin(SincYIn1.y) / SincYIn1.y;
}
else
{
_274 = 1.0;
}
SincY1.y = _274;
if (SincYIn1.z != 0.0)
{
_290 = sin(SincYIn1.z) / SincYIn1.z;
}
else
{
_290 = 1.0;
}
SincY1.z = _290;
if (SincYIn1.w != 0.0)
{
_306 = sin(SincYIn1.w) / SincYIn1.w;
}
else
{
_306 = 1.0;
}
SincY1.w = _306;
if (SincYIn2.x != 0.0)
{
_322 = sin(SincYIn2.x) / SincYIn2.x;
}
else
{
_322 = 1.0;
}
SincY2.x = _322;
if (SincYIn2.y != 0.0)
{
_337 = sin(SincYIn2.y) / SincYIn2.y;
}
else
{
_337 = 1.0;
}
SincY2.y = _337;
if (SincYIn2.z != 0.0)
{
_352 = sin(SincYIn2.z) / SincYIn2.z;
}
else
{
_352 = 1.0;
}
SincY2.z = _352;
if (SincYIn2.w != 0.0)
{
_367 = sin(SincYIn2.w) / SincYIn2.w;
}
else
{
_367 = 1.0;
}
SincY2.w = _367;
if (SincYIn3.x != 0.0)
{
_383 = sin(SincYIn3.x) / SincYIn3.x;
}
else
{
_383 = 1.0;
}
SincY3.x = _383;
if (SincYIn3.y != 0.0)
{
_398 = sin(SincYIn3.y) / SincYIn3.y;
}
else
{
_398 = 1.0;
}
SincY3.y = _398;
if (SincYIn3.z != 0.0)
{
_413 = sin(SincYIn3.z) / SincYIn3.z;
}
else
{
_413 = 1.0;
}
SincY3.z = _413;
if (SincYIn3.w != 0.0)
{
_428 = sin(SincYIn3.w) / SincYIn3.w;
}
else
{
_428 = 1.0;
}
SincY3.w = _428;
float4 IdealY = ((SincY1 * Fc_y1_2) - (SincY2 * Fc_y2_2)) + (SincY3 * Fc_y3_2);
if (SincIIn.x != 0.0)
{
_457 = sin(SincIIn.x) / SincIIn.x;
}
else
{
_457 = 1.0;
}
IdealI.x = Fc_i_2 * _457;
if (SincIIn.y != 0.0)
{
_474 = sin(SincIIn.y) / SincIIn.y;
}
else
{
_474 = 1.0;
}
IdealI.y = Fc_i_2 * _474;
if (SincIIn.z != 0.0)
{
_491 = sin(SincIIn.z) / SincIIn.z;
}
else
{
_491 = 1.0;
}
IdealI.z = Fc_i_2 * _491;
if (SincIIn.w != 0.0)
{
_508 = sin(SincIIn.w) / SincIIn.w;
}
else
{
_508 = 1.0;
}
IdealI.w = Fc_i_2 * _508;
if (SincQIn.x != 0.0)
{
_526 = sin(SincQIn.x) / SincQIn.x;
}
else
{
_526 = 1.0;
}
IdealQ.x = Fc_q_2 * _526;
if (SincQIn.y != 0.0)
{
_543 = sin(SincQIn.y) / SincQIn.y;
}
else
{
_543 = 1.0;
}
IdealQ.y = Fc_q_2 * _543;
if (SincQIn.z != 0.0)
{
_560 = sin(SincQIn.z) / SincQIn.z;
}
else
{
_560 = 1.0;
}
IdealQ.z = Fc_q_2 * _560;
if (SincQIn.w != 0.0)
{
_577 = sin(SincQIn.w) / SincQIn.w;
}
else
{
_577 = 1.0;
}
IdealQ.w = Fc_q_2 * _577;
float4 FilterY = SincKernel * IdealY;
float4 FilterI = SincKernel * IdealI;
float4 FilterQ = SincKernel * IdealQ;
YAccum += (C * FilterY);
IAccum += ((C * cos(WT)) * FilterI);
QAccum += ((C * sin(WT)) * FilterQ);
}
float3 YIQ = float3(((YAccum.x + YAccum.y) + YAccum.z) + YAccum.w, (((IAccum.x + IAccum.y) + IAccum.z) + IAccum.w) * 2.0, (((QAccum.x + QAccum.y) + QAccum.z) + QAccum.w) * 2.0);
float3 RGB = float3(dot(YIQ, float3(1.0, 0.95599997043609619140625, 0.620999991893768310546875)), dot(YIQ, float3(1.0, -0.272000014781951904296875, -0.647000014781951904296875)), dot(YIQ, float3(1.0, -1.10599994659423828125, 1.70299994945526123046875)));
out.FragColor = float4(RGB, BaseTexel.w);
return out;
}

View File

@@ -1,8 +0,0 @@
#version 450
layout(location=0) out vec2 v_uv;
void main() {
vec2 positions[3] = vec2[3](vec2(-1.0,-1.0), vec2(3.0,-1.0), vec2(-1.0,3.0));
vec2 uvs[3] = vec2[3](vec2(0.0, 1.0), vec2(2.0, 1.0), vec2(0.0,-1.0));
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
v_uv = uvs[gl_VertexIndex];
}

View File

@@ -1,63 +0,0 @@
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
thread T& operator [] (size_t pos) thread
{
return elements[pos];
}
constexpr const thread T& operator [] (size_t pos) const thread
{
return elements[pos];
}
device T& operator [] (size_t pos) device
{
return elements[pos];
}
constexpr const device T& operator [] (size_t pos) const device
{
return elements[pos];
}
constexpr const constant T& operator [] (size_t pos) const constant
{
return elements[pos];
}
threadgroup T& operator [] (size_t pos) threadgroup
{
return elements[pos];
}
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
{
return elements[pos];
}
};
constant spvUnsafeArray<float2, 3> _18 = spvUnsafeArray<float2, 3>({ float2(-1.0), float2(3.0, -1.0), float2(-1.0, 3.0) });
constant spvUnsafeArray<float2, 3> _26 = spvUnsafeArray<float2, 3>({ float2(0.0, 1.0), float2(2.0, 1.0), float2(0.0, -1.0) });
struct main0_out
{
float2 v_uv [[user(locn0)]];
float4 gl_Position [[position]];
};
vertex main0_out main0(uint gl_VertexIndex [[vertex_id]])
{
main0_out out = {};
out.gl_Position = float4(_18[int(gl_VertexIndex)], 0.0, 1.0);
out.v_uv = _26[int(gl_VertexIndex)];
return out;
}

View File

@@ -1,18 +0,0 @@
name = ntsc-md-rainbows
passes = 2
pass0_vert = pass0_encode.vert
pass0_frag = pass0_encode.frag
pass1_vert = pass1_decode.vert
pass1_frag = pass1_decode.frag
; NTSC parameters (mapped to NTSCParams uniform buffer)
scantime = 47.9
avalue = 0.0
bvalue = 0.0
ccvalue = 3.5795455
notch_width = 3.45
yfreqresponse = 1.75
ifreqresponse = 1.75
qfreqresponse = 1.45

View File

@@ -1,2 +1,2 @@
// coffee.rc
IDI_ICON1 ICON "icon.ico"
IDI_ICON1 ICON "release/icons/icon.ico"

View File

@@ -77,7 +77,7 @@ void BoidManager::activateBoids() {
// Mostrar notificación (solo si NO estamos en modo demo o logo)
if (state_mgr_ && ui_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
ui_mgr_->showNotification("Modo Boids");
ui_mgr_->showNotification("Modo boids");
}
}
@@ -93,7 +93,7 @@ void BoidManager::deactivateBoids(bool force_gravity_on) {
// Mostrar notificación (solo si NO estamos en modo demo o logo)
if (state_mgr_ && ui_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
ui_mgr_->showNotification("Modo Física");
ui_mgr_->showNotification("Modo física");
}
}

View File

@@ -32,7 +32,7 @@ constexpr Uint64 NOTIFICATION_FADE_TIME = 200; // Duración animación salida
constexpr float NOTIFICATION_BG_ALPHA = 0.7f; // Opacidad fondo semitransparente (0.0-1.0)
constexpr int NOTIFICATION_PADDING = 10; // Padding interno del fondo (píxeles físicos)
constexpr int NOTIFICATION_TOP_MARGIN = 20; // Margen superior desde borde pantalla (píxeles físicos)
constexpr char KIOSK_NOTIFICATION_TEXT[] = "MODO KIOSKO";
constexpr char KIOSK_NOTIFICATION_TEXT[] = "Modo kiosko";
// Configuración de pérdida aleatoria en rebotes
constexpr float BASE_BOUNCE_COEFFICIENT = 0.75f; // Coeficiente base IGUAL para todas las pelotas

View File

@@ -354,26 +354,6 @@ bool Engine::initialize(int width, int height, int zoom, bool fullscreen, AppMod
delete[] tmp;
}
// Inicializar ShaderManager (shaders externos desde data/shaders/)
if (gpu_ctx_ && success) {
shader_manager_ = std::make_unique<ShaderManager>();
std::string shaders_dir = getResourcesDirectory() + "/data/shaders";
shader_manager_->scan(shaders_dir);
// Si se especificó --shader, activar el preset inicial
if (!initial_shader_name_.empty()) {
active_shader_ = shader_manager_->load(
gpu_ctx_->device(),
initial_shader_name_,
gpu_ctx_->swapchainFormat(),
current_screen_width_, current_screen_height_);
if (active_shader_) {
const auto& names = shader_manager_->names();
auto it = std::find(names.begin(), names.end(), initial_shader_name_);
active_shader_idx_ = (it != names.end()) ? (int)(it - names.begin()) : -1;
}
}
}
}
return success;
@@ -408,7 +388,6 @@ void Engine::shutdown() {
if (sprite_batch_) { sprite_batch_->destroy(gpu_ctx_->device()); sprite_batch_.reset(); }
if (gpu_ball_buffer_) { gpu_ball_buffer_->destroy(gpu_ctx_->device()); gpu_ball_buffer_.reset(); }
if (gpu_pipeline_) { gpu_pipeline_->destroy(gpu_ctx_->device()); gpu_pipeline_.reset(); }
if (shader_manager_) { shader_manager_->destroyAll(gpu_ctx_->device()); shader_manager_.reset(); }
}
// Destroy software UI renderer and surface
@@ -493,20 +472,20 @@ void Engine::handleGravityToggle() {
toggleBoidsMode(false); // Cambiar a PHYSICS sin activar gravedad (preserva inercia)
// NO llamar a forceBallsGravityOff() porque aplica impulsos que destruyen la inercia de BOIDS
// La gravedad ya está desactivada por BoidManager::activateBoids() y se mantiene al salir
showNotificationForAction("Modo Física - Gravedad Off");
showNotificationForAction("Modo física, gravedad off");
return;
}
// Si estamos en modo figura, salir a modo física SIN GRAVEDAD
if (current_mode_ == SimulationMode::SHAPE) {
toggleShapeModeInternal(false); // Desactivar figura sin forzar gravedad ON
showNotificationForAction("Gravedad Off");
showNotificationForAction("Gravedad off");
} else {
scene_manager_->switchBallsGravity(); // Toggle normal en modo física
// Determinar estado actual de gravedad (gravity_force_ != 0.0f significa ON)
const Ball* first_ball = scene_manager_->getFirstBall();
bool gravity_on = (first_ball == nullptr) ? true : (first_ball->getGravityForce() != 0.0f);
showNotificationForAction(gravity_on ? "Gravedad On" : "Gravedad Off");
showNotificationForAction(gravity_on ? "Gravedad on" : "Gravedad off");
}
}
@@ -700,9 +679,9 @@ void Engine::toggleDemoMode() {
// Mostrar notificación según el modo resultante
if (new_mode == AppMode::SANDBOX && prev_mode != AppMode::SANDBOX) {
showNotificationForAction("MODO SANDBOX");
showNotificationForAction("Modo sandbox");
} else if (new_mode == AppMode::DEMO && prev_mode != AppMode::DEMO) {
showNotificationForAction("MODO DEMO");
showNotificationForAction("Modo demo");
}
}
@@ -713,9 +692,9 @@ void Engine::toggleDemoLiteMode() {
// Mostrar notificación según el modo resultante
if (new_mode == AppMode::SANDBOX && prev_mode != AppMode::SANDBOX) {
showNotificationForAction("MODO SANDBOX");
showNotificationForAction("Modo sandbox");
} else if (new_mode == AppMode::DEMO_LITE && prev_mode != AppMode::DEMO_LITE) {
showNotificationForAction("MODO DEMO LITE");
showNotificationForAction("Modo demo lite");
}
}
@@ -726,9 +705,9 @@ void Engine::toggleLogoMode() {
// Mostrar notificación según el modo resultante
if (new_mode == AppMode::SANDBOX && prev_mode != AppMode::SANDBOX) {
showNotificationForAction("MODO SANDBOX");
showNotificationForAction("Modo sandbox");
} else if (new_mode == AppMode::LOGO && prev_mode != AppMode::LOGO) {
showNotificationForAction("MODO LOGO");
showNotificationForAction("Modo logo");
}
}
@@ -903,75 +882,7 @@ void Engine::render() {
SDL_SetGPUScissor(rp, &scissor);
};
if (active_shader_ != nullptr) {
// --- External multi-pass shader ---
NTSCParams ntsc = {};
ntsc.source_width = static_cast<float>(current_screen_width_);
ntsc.source_height = static_cast<float>(current_screen_height_);
ntsc.a_value = active_shader_->param("avalue", 0.0f);
ntsc.b_value = active_shader_->param("bvalue", 0.0f);
ntsc.cc_value = active_shader_->param("ccvalue", 3.5795455f);
ntsc.scan_time = active_shader_->param("scantime", 47.9f);
ntsc.notch_width = active_shader_->param("notch_width", 3.45f);
ntsc.y_freq = active_shader_->param("yfreqresponse", 1.75f);
ntsc.i_freq = active_shader_->param("ifreqresponse", 1.75f);
ntsc.q_freq = active_shader_->param("qfreqresponse", 1.45f);
SDL_GPUTexture* current_input = offscreen_tex_->texture();
SDL_GPUSampler* current_samp = offscreen_tex_->sampler();
for (int pi = 0; pi < active_shader_->passCount(); ++pi) {
ShaderPass& sp = active_shader_->pass(pi);
bool is_last = (pi == active_shader_->passCount() - 1);
SDL_GPUTexture* target_tex = is_last ? swapchain : sp.target->texture();
SDL_GPULoadOp load_op = SDL_GPU_LOADOP_CLEAR;
SDL_GPUColorTargetInfo ct = {};
ct.texture = target_tex;
ct.load_op = load_op;
ct.clear_color = {0.0f, 0.0f, 0.0f, 1.0f};
ct.store_op = SDL_GPU_STOREOP_STORE;
SDL_GPURenderPass* ext_pass = SDL_BeginGPURenderPass(cmd, &ct, 1, nullptr);
if (is_last) applyViewport(ext_pass);
SDL_BindGPUGraphicsPipeline(ext_pass, sp.pipeline);
SDL_GPUTextureSamplerBinding src_tsb = {current_input, current_samp};
SDL_BindGPUFragmentSamplers(ext_pass, 0, &src_tsb, 1);
SDL_PushGPUFragmentUniformData(cmd, 0, &ntsc, sizeof(NTSCParams));
SDL_DrawGPUPrimitives(ext_pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(ext_pass);
if (!is_last) {
current_input = sp.target->texture();
current_samp = sp.target->sampler();
}
}
// Re-open swapchain pass for UI overlay
SDL_GPUColorTargetInfo ct_ui = {};
ct_ui.texture = swapchain;
ct_ui.load_op = SDL_GPU_LOADOP_LOAD; // preserve shader output
ct_ui.store_op = SDL_GPU_STOREOP_STORE;
SDL_GPURenderPass* pass2 = SDL_BeginGPURenderPass(cmd, &ct_ui, 1, nullptr);
applyViewport(pass2);
if (ui_tex_ && ui_tex_->isValid() && sprite_batch_->overlayIndexCount() > 0) {
SDL_BindGPUGraphicsPipeline(pass2, gpu_pipeline_->spritePipeline());
SDL_GPUBufferBinding vb = {sprite_batch_->vertexBuffer(), 0};
SDL_GPUBufferBinding ib = {sprite_batch_->indexBuffer(), 0};
SDL_BindGPUVertexBuffers(pass2, 0, &vb, 1);
SDL_BindGPUIndexBuffer(pass2, &ib, SDL_GPU_INDEXELEMENTSIZE_32BIT);
SDL_GPUTextureSamplerBinding ui_tsb = {ui_tex_->texture(), ui_tex_->sampler()};
SDL_BindGPUFragmentSamplers(pass2, 0, &ui_tsb, 1);
SDL_DrawGPUIndexedPrimitives(pass2, sprite_batch_->overlayIndexCount(), 1,
sprite_batch_->overlayIndexOffset(), 0, 0);
}
SDL_EndGPURenderPass(pass2);
} else {
{
// --- Native PostFX path ---
SDL_GPUColorTargetInfo ct = {};
ct.texture = swapchain;
@@ -1003,7 +914,7 @@ void Engine::render() {
}
SDL_EndGPURenderPass(pass2);
} // end else (native PostFX)
} // end native PostFX
} // end if (swapchain && ...)
gpu_ctx_->submit(cmd);
@@ -1141,10 +1052,10 @@ void Engine::toggleRealFullscreen() {
void Engine::applyPostFXPreset(int mode) {
static constexpr float presets[4][3] = {
{1.5f, 0.0f, 0.0f}, // 0: Vinyeta
{1.5f, 0.0f, 0.8f}, // 1: Scanlines
{1.5f, 1.0f, 0.0f}, // 2: Cromàtica
{1.5f, 1.0f, 0.8f}, // 3: Complet
{0.8f, 0.0f, 0.0f}, // 0: Vinyeta
{0.8f, 0.0f, 0.8f}, // 1: Scanlines
{0.8f, 0.2f, 0.0f}, // 2: Cromàtica
{0.8f, 0.2f, 0.8f}, // 3: Complet
};
postfx_uniforms_.vignette_strength = presets[mode][0];
postfx_uniforms_.chroma_strength = presets[mode][1];
@@ -1155,25 +1066,14 @@ void Engine::applyPostFXPreset(int mode) {
}
void Engine::handlePostFXCycle() {
// Delegate to cycleShader() which handles both native PostFX and external shaders
cycleShader();
}
void Engine::handlePostFXToggle() {
static constexpr const char* names[4] = {
"PostFX: Vinyeta", "PostFX: Scanlines",
"PostFX: Cromàtica", "PostFX: Complet"
"PostFX viñeta", "PostFX scanlines",
"PostFX cromática", "PostFX completo"
};
// If external shader is active, toggle it off
if (active_shader_) {
active_shader_ = nullptr;
active_shader_idx_ = 0; // reset to OFF
postfx_uniforms_.vignette_strength = 0.0f;
postfx_uniforms_.chroma_strength = 0.0f;
postfx_uniforms_.scanline_strength = 0.0f;
showNotificationForAction("PostFX: Desactivat");
return;
}
postfx_enabled_ = !postfx_enabled_;
if (postfx_enabled_) {
applyPostFXPreset(postfx_effect_mode_);
@@ -1182,7 +1082,7 @@ void Engine::handlePostFXToggle() {
postfx_uniforms_.vignette_strength = 0.0f;
postfx_uniforms_.chroma_strength = 0.0f;
postfx_uniforms_.scanline_strength = 0.0f;
showNotificationForAction("PostFX: Desactivat");
showNotificationForAction("PostFX desactivado");
}
}
@@ -1201,81 +1101,19 @@ void Engine::setPostFXParamOverrides(float vignette, float chroma) {
if (chroma >= 0.f) postfx_uniforms_.chroma_strength = chroma;
}
void Engine::setInitialShader(const std::string& name) {
initial_shader_name_ = name;
}
void Engine::cycleShader() {
// Cycle order:
// native OFF → native Vinyeta → Scanlines → Cromàtica → Complet →
// ext shader 0 → ext shader 1 → ... → native OFF → ...
if (!shader_manager_) {
// No shader manager: fall back to native PostFX cycle
handlePostFXCycle();
return;
}
// X no hace nada si PostFX está desactivado
if (!postfx_enabled_) return;
// active_shader_idx_ is a 0-based cycle counter:
// -1 = uninitialized (first press → index 0 = OFF)
// 0 = OFF
// 1 = PostFX Vinyeta, 2 = Scanlines, 3 = Cromàtica, 4 = Complet
// 5..4+num_ext = external shaders (0-based into names())
const int num_native = 5; // 0=OFF, 1..4=PostFX modes
const int num_ext = static_cast<int>(shader_manager_->names().size());
const int total = num_native + num_ext;
// Cicla solo entre los 4 modos (sin OFF)
postfx_effect_mode_ = (postfx_effect_mode_ + 1) % 4;
applyPostFXPreset(postfx_effect_mode_);
static const char* native_names[5] = {
"PostFX: Desactivat", "PostFX: Vinyeta", "PostFX: Scanlines",
"PostFX: Cromàtica", "PostFX: Complet"
static constexpr const char* names[4] = {
"PostFX viñeta", "PostFX scanlines",
"PostFX cromática", "PostFX completo"
};
// Advance and wrap
int cycle = active_shader_idx_ + 1;
if (cycle < 0 || cycle >= total) cycle = 0;
active_shader_idx_ = cycle;
if (cycle < num_native) {
// Native PostFX
active_shader_ = nullptr;
if (cycle == 0) {
postfx_enabled_ = false;
postfx_uniforms_.vignette_strength = 0.0f;
postfx_uniforms_.chroma_strength = 0.0f;
postfx_uniforms_.scanline_strength = 0.0f;
} else {
postfx_enabled_ = true;
postfx_effect_mode_ = cycle - 1; // 0..3
applyPostFXPreset(postfx_effect_mode_);
}
showNotificationForAction(native_names[cycle]);
} else {
// External shader
int ext_idx = cycle - num_native;
const std::string& shader_name = shader_manager_->names()[ext_idx];
GpuShaderPreset* preset = shader_manager_->load(
gpu_ctx_->device(),
shader_name,
gpu_ctx_->swapchainFormat(),
current_screen_width_, current_screen_height_);
if (preset) {
active_shader_ = preset;
postfx_enabled_ = false;
postfx_uniforms_.vignette_strength = 0.0f;
postfx_uniforms_.chroma_strength = 0.0f;
postfx_uniforms_.scanline_strength = 0.0f;
showNotificationForAction("Shader: " + shader_name);
} else {
// Failed to load: skip to next
SDL_Log("Engine::cycleShader: failed to load '%s', skipping", shader_name.c_str());
active_shader_ = nullptr;
showNotificationForAction("Shader: ERROR " + shader_name);
}
}
}
std::string Engine::getActiveShaderName() const {
if (active_shader_) return active_shader_->name();
return {};
showNotificationForAction(names[postfx_effect_mode_]);
}
void Engine::toggleIntegerScaling() {
@@ -1292,13 +1130,13 @@ void Engine::toggleIntegerScaling() {
break;
}
const char* mode_name = "INTEGER";
const char* mode_name = "entero";
switch (current_scaling_mode_) {
case ScalingMode::INTEGER: mode_name = "INTEGER"; break;
case ScalingMode::LETTERBOX: mode_name = "LETTERBOX"; break;
case ScalingMode::STRETCH: mode_name = "STRETCH"; break;
case ScalingMode::INTEGER: mode_name = "entero"; break;
case ScalingMode::LETTERBOX: mode_name = "letterbox"; break;
case ScalingMode::STRETCH: mode_name = "stretch"; break;
}
showNotificationForAction(std::string("Escalado: ") + mode_name);
showNotificationForAction(std::string("Escalado ") + mode_name);
}
void Engine::addSpriteToBatch(float x, float y, float w, float h, int r, int g, int b, float scale) {
@@ -1462,8 +1300,8 @@ void Engine::switchTextureInternal(bool show_notification) {
// Mostrar notificación con el nombre de la textura (solo si se solicita)
if (show_notification) {
std::string texture_name = texture_names_[current_texture_index_];
std::transform(texture_name.begin(), texture_name.end(), texture_name.begin(), ::toupper);
showNotificationForAction("Sprite: " + texture_name);
std::transform(texture_name.begin(), texture_name.end(), texture_name.begin(), ::tolower);
showNotificationForAction("Textura " + texture_name);
}
}
@@ -1621,11 +1459,6 @@ void Engine::recreateOffscreenTexture() {
base_screen_width_, base_screen_height_); // logical (font size based on base)
}
// Recreate external shader intermediate targets
if (shader_manager_) {
shader_manager_->onResize(gpu_ctx_->device(), gpu_ctx_->swapchainFormat(),
current_screen_width_, current_screen_height_);
}
if (ui_renderer_ && app_logo_) {
app_logo_->initialize(ui_renderer_, current_screen_width_, current_screen_height_);
}

View File

@@ -19,10 +19,8 @@
#include "gpu/gpu_ball_buffer.hpp" // for GpuBallBuffer, BallGPUData
#include "gpu/gpu_context.hpp" // for GpuContext
#include "gpu/gpu_pipeline.hpp" // for GpuPipeline
#include "gpu/gpu_shader_preset.hpp" // for NTSCParams, GpuShaderPreset
#include "gpu/gpu_sprite_batch.hpp" // for GpuSpriteBatch
#include "gpu/gpu_texture.hpp" // for GpuTexture
#include "gpu/shader_manager.hpp" // for ShaderManager
#include "input/input_handler.hpp" // for InputHandler
#include "scene/scene_manager.hpp" // for SceneManager
#include "shapes_mgr/shape_manager.hpp" // for ShapeManager
@@ -84,10 +82,8 @@ class Engine {
void setInitialPostFX(int mode);
void setPostFXParamOverrides(float vignette, float chroma);
// External shader presets (loaded from data/shaders/)
// Cicle PostFX nadiu (OFF → Vinyeta → Scanlines → Cromàtica → Complet)
void cycleShader();
void setInitialShader(const std::string& name);
std::string getActiveShaderName() const;
// Modo kiosko
void setKioskMode(bool enabled) { kiosk_mode_ = enabled; }
@@ -137,7 +133,6 @@ class Engine {
float getPostFXVignette() const { return postfx_uniforms_.vignette_strength; }
float getPostFXChroma() const { return postfx_uniforms_.chroma_strength; }
float getPostFXScanline() const { return postfx_uniforms_.scanline_strength; }
bool isExternalShaderActive() const { return active_shader_ != nullptr; }
private:
// === Componentes del sistema (Composición) ===
@@ -187,17 +182,11 @@ class Engine {
// PostFX uniforms (passed to GPU each frame)
PostFXUniforms postfx_uniforms_ = {0.0f, 0.0f, 0.0f, 0.0f};
int postfx_effect_mode_ = 0;
int postfx_effect_mode_ = 3;
bool postfx_enabled_ = false;
float postfx_override_vignette_ = -1.f; // -1 = sin override
float postfx_override_chroma_ = -1.f;
// External shader system
std::unique_ptr<ShaderManager> shader_manager_;
GpuShaderPreset* active_shader_ = nullptr; // null = native PostFX
int active_shader_idx_ = -1; // index into shader_manager_->names()
std::string initial_shader_name_; // set before initialize()
// Sistema de zoom dinámico
int current_window_zoom_ = DEFAULT_WINDOW_ZOOM;

View File

@@ -15,6 +15,7 @@
#include "ball_vert_spv.h"
#endif
#ifdef __APPLE__
// ============================================================================
// MSL Shaders (Metal Shading Language, macOS)
// ============================================================================
@@ -197,6 +198,7 @@ vertex BallVOut ball_instanced_vs(BallInstance inst [[stage_in]],
return out;
}
)";
#endif // __APPLE__
// ============================================================================
// GpuPipeline implementation

View File

@@ -8,8 +8,8 @@
// MSL binding: constant PostFXUniforms& u [[buffer(0)]]
// ============================================================================
struct PostFXUniforms {
float vignette_strength; // 0 = none, 1.5 = default subtle
float chroma_strength; // 0 = off, 1 = full chromatic aberration
float vignette_strength; // 0 = none, 0.8 = default subtle
float chroma_strength; // 0 = off, 0.2 = default chromatic aberration
float scanline_strength; // 0 = off, 1 = full scanlines
float time; // accumulated seconds (for future animations)
};

View File

@@ -1,274 +0,0 @@
#include "gpu_shader_preset.hpp"
#include "gpu_texture.hpp"
#include <SDL3/SDL_log.h>
#include <fstream>
#include <sstream>
#include <algorithm>
#include <memory>
// ============================================================================
// Helpers
// ============================================================================
static std::vector<uint8_t> readFile(const std::string& path) {
std::ifstream f(path, std::ios::binary | std::ios::ate);
if (!f) return {};
std::streamsize sz = f.tellg();
f.seekg(0, std::ios::beg);
std::vector<uint8_t> buf(static_cast<size_t>(sz));
if (!f.read(reinterpret_cast<char*>(buf.data()), sz)) return {};
return buf;
}
static std::string trim(const std::string& s) {
size_t a = s.find_first_not_of(" \t\r\n");
if (a == std::string::npos) return {};
size_t b = s.find_last_not_of(" \t\r\n");
return s.substr(a, b - a + 1);
}
// ============================================================================
// GpuShaderPreset
// ============================================================================
bool GpuShaderPreset::parseIni(const std::string& ini_path) {
std::ifstream f(ini_path);
if (!f) {
SDL_Log("GpuShaderPreset: cannot open %s", ini_path.c_str());
return false;
}
int num_passes = 0;
std::string line;
while (std::getline(f, line)) {
// Strip comments
auto comment = line.find(';');
if (comment != std::string::npos) line = line.substr(0, comment);
line = trim(line);
if (line.empty()) continue;
auto eq = line.find('=');
if (eq == std::string::npos) continue;
std::string key = trim(line.substr(0, eq));
std::string value = trim(line.substr(eq + 1));
if (key.empty() || value.empty()) continue;
if (key == "name") {
name_ = value;
} else if (key == "passes") {
num_passes = std::stoi(value);
} else {
// Try to parse as float parameter
try {
params_[key] = std::stof(value);
} catch (...) {
// Non-float values stored separately (pass0_vert etc.)
}
}
}
if (num_passes <= 0) {
SDL_Log("GpuShaderPreset: no passes defined in %s", ini_path.c_str());
return false;
}
// Second pass: read per-pass file names
f.clear();
f.seekg(0, std::ios::beg);
descs_.resize(num_passes);
while (std::getline(f, line)) {
auto comment = line.find(';');
if (comment != std::string::npos) line = line.substr(0, comment);
line = trim(line);
if (line.empty()) continue;
auto eq = line.find('=');
if (eq == std::string::npos) continue;
std::string key = trim(line.substr(0, eq));
std::string value = trim(line.substr(eq + 1));
for (int i = 0; i < num_passes; ++i) {
std::string vi = "pass" + std::to_string(i) + "_vert";
std::string fi = "pass" + std::to_string(i) + "_frag";
if (key == vi) descs_[i].vert_name = value;
if (key == fi) descs_[i].frag_name = value;
}
}
// Validate
for (int i = 0; i < num_passes; ++i) {
if (descs_[i].vert_name.empty() || descs_[i].frag_name.empty()) {
SDL_Log("GpuShaderPreset: pass %d missing vert or frag in %s", i, ini_path.c_str());
return false;
}
}
return true;
}
SDL_GPUGraphicsPipeline* GpuShaderPreset::buildPassPipeline(SDL_GPUDevice* device,
const std::string& vert_spv_path,
const std::string& frag_spv_path,
SDL_GPUTextureFormat target_fmt) {
#ifdef __APPLE__
constexpr SDL_GPUShaderFormat kFmt = SDL_GPU_SHADERFORMAT_MSL;
constexpr const char* kEntry = "main0";
#else
constexpr SDL_GPUShaderFormat kFmt = SDL_GPU_SHADERFORMAT_SPIRV;
constexpr const char* kEntry = "main";
#endif
auto vert_spv = readFile(vert_spv_path);
auto frag_spv = readFile(frag_spv_path);
if (vert_spv.empty()) {
SDL_Log("GpuShaderPreset: cannot read %s", vert_spv_path.c_str());
return nullptr;
}
if (frag_spv.empty()) {
SDL_Log("GpuShaderPreset: cannot read %s", frag_spv_path.c_str());
return nullptr;
}
#ifdef __APPLE__
vert_spv.push_back(0);
frag_spv.push_back(0);
#endif
SDL_GPUShaderCreateInfo vert_info = {};
vert_info.code = vert_spv.data();
vert_info.code_size = vert_spv.size();
vert_info.entrypoint = kEntry;
vert_info.format = kFmt;
vert_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
vert_info.num_samplers = 0;
vert_info.num_uniform_buffers = 0;
SDL_GPUShaderCreateInfo frag_info = {};
frag_info.code = frag_spv.data();
frag_info.code_size = frag_spv.size();
frag_info.entrypoint = kEntry;
frag_info.format = kFmt;
frag_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
frag_info.num_samplers = 1;
frag_info.num_uniform_buffers = 1;
SDL_GPUShader* vert_shader = SDL_CreateGPUShader(device, &vert_info);
SDL_GPUShader* frag_shader = SDL_CreateGPUShader(device, &frag_info);
if (!vert_shader || !frag_shader) {
SDL_Log("GpuShaderPreset: shader creation failed for %s / %s: %s",
vert_spv_path.c_str(), frag_spv_path.c_str(), SDL_GetError());
if (vert_shader) SDL_ReleaseGPUShader(device, vert_shader);
if (frag_shader) SDL_ReleaseGPUShader(device, frag_shader);
return nullptr;
}
// Full-screen triangle: no vertex input, no blend
SDL_GPUColorTargetBlendState no_blend = {};
no_blend.enable_blend = false;
no_blend.enable_color_write_mask = false;
SDL_GPUColorTargetDescription ct_desc = {};
ct_desc.format = target_fmt;
ct_desc.blend_state = no_blend;
SDL_GPUVertexInputState no_input = {};
SDL_GPUGraphicsPipelineCreateInfo pipe_info = {};
pipe_info.vertex_shader = vert_shader;
pipe_info.fragment_shader = frag_shader;
pipe_info.vertex_input_state = no_input;
pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
pipe_info.target_info.num_color_targets = 1;
pipe_info.target_info.color_target_descriptions = &ct_desc;
SDL_GPUGraphicsPipeline* pipeline = SDL_CreateGPUGraphicsPipeline(device, &pipe_info);
SDL_ReleaseGPUShader(device, vert_shader);
SDL_ReleaseGPUShader(device, frag_shader);
if (!pipeline)
SDL_Log("GpuShaderPreset: pipeline creation failed: %s", SDL_GetError());
return pipeline;
}
bool GpuShaderPreset::load(SDL_GPUDevice* device,
const std::string& dir,
SDL_GPUTextureFormat swapchain_fmt,
int w, int h) {
dir_ = dir;
swapchain_fmt_ = swapchain_fmt;
// Parse ini
if (!parseIni(dir + "/preset.ini"))
return false;
int n = static_cast<int>(descs_.size());
passes_.resize(n);
// Intermediate render target format (signed float to handle NTSC signal range)
SDL_GPUTextureFormat inter_fmt = SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT;
for (int i = 0; i < n; ++i) {
bool is_last = (i == n - 1);
SDL_GPUTextureFormat target_fmt = is_last ? swapchain_fmt : inter_fmt;
#ifdef __APPLE__
const char* ext = ".spv.msl";
#else
const char* ext = ".spv";
#endif
std::string vert_spv = dir + "/" + descs_[i].vert_name + ext;
std::string frag_spv = dir + "/" + descs_[i].frag_name + ext;
passes_[i].pipeline = buildPassPipeline(device, vert_spv, frag_spv, target_fmt);
if (!passes_[i].pipeline) {
SDL_Log("GpuShaderPreset: failed to build pipeline for pass %d", i);
return false;
}
if (!is_last) {
// Create intermediate render target
auto tex = std::make_unique<GpuTexture>();
if (!tex->createRenderTarget(device, w, h, inter_fmt)) {
SDL_Log("GpuShaderPreset: failed to create intermediate target for pass %d", i);
return false;
}
passes_[i].target = tex.get();
targets_.push_back(std::move(tex));
}
// Last pass: target = null (caller binds swapchain)
}
SDL_Log("GpuShaderPreset: loaded '%s' (%d passes)", name_.c_str(), n);
return true;
}
void GpuShaderPreset::recreateTargets(SDL_GPUDevice* device, int w, int h) {
SDL_GPUTextureFormat inter_fmt = SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT;
for (auto& tex : targets_) {
tex->destroy(device);
tex->createRenderTarget(device, w, h, inter_fmt);
}
}
void GpuShaderPreset::destroy(SDL_GPUDevice* device) {
for (auto& pass : passes_) {
if (pass.pipeline) {
SDL_ReleaseGPUGraphicsPipeline(device, pass.pipeline);
pass.pipeline = nullptr;
}
}
for (auto& tex : targets_) {
if (tex) tex->destroy(device);
}
targets_.clear();
passes_.clear();
descs_.clear();
params_.clear();
}
float GpuShaderPreset::param(const std::string& key, float default_val) const {
auto it = params_.find(key);
return (it != params_.end()) ? it->second : default_val;
}

View File

@@ -1,94 +0,0 @@
#pragma once
#include <SDL3/SDL_gpu.h>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
#include "gpu_texture.hpp"
// ============================================================================
// NTSCParams — uniform buffer for NTSC shader passes (set=3, binding=0)
// Matches the layout in pass0_encode.frag and pass1_decode.frag.
// Pushed via SDL_PushGPUFragmentUniformData(cmd, 0, &ntsc, sizeof(NTSCParams)).
// ============================================================================
struct NTSCParams {
float source_width;
float source_height;
float a_value;
float b_value;
float cc_value;
float scan_time;
float notch_width;
float y_freq;
float i_freq;
float q_freq;
float _pad[2];
};
static_assert(sizeof(NTSCParams) == 48, "NTSCParams must be 48 bytes");
// ============================================================================
// ShaderPass — one render pass in a multi-pass shader preset
// ============================================================================
struct ShaderPass {
SDL_GPUGraphicsPipeline* pipeline = nullptr;
GpuTexture* target = nullptr; // null = swapchain (last pass)
};
// ============================================================================
// GpuShaderPreset — loads and owns a multi-pass shader preset from disk.
//
// Directory layout:
// <dir>/preset.ini — descriptor
// <dir>/pass0_xxx.vert — GLSL 4.50 vertex shader source
// <dir>/pass0_xxx.frag — GLSL 4.50 fragment shader source
// <dir>/pass0_xxx.vert.spv — compiled SPIRV (by CMake/glslc at build time)
// <dir>/pass0_xxx.frag.spv — compiled SPIRV
// ...
// ============================================================================
class GpuShaderPreset {
public:
// Load preset from directory. swapchain_fmt is the target format for the
// last pass; intermediate passes use R16G16B16A16_FLOAT.
bool load(SDL_GPUDevice* device,
const std::string& dir,
SDL_GPUTextureFormat swapchain_fmt,
int w, int h);
void destroy(SDL_GPUDevice* device);
// Recreate intermediate render targets on resolution change.
void recreateTargets(SDL_GPUDevice* device, int w, int h);
int passCount() const { return static_cast<int>(passes_.size()); }
ShaderPass& pass(int i) { return passes_[i]; }
const std::string& name() const { return name_; }
// Read a float parameter parsed from preset.ini (returns default_val if absent).
float param(const std::string& key, float default_val) const;
private:
std::vector<ShaderPass> passes_;
std::vector<std::unique_ptr<GpuTexture>> targets_; // intermediate render targets
std::string name_;
std::string dir_;
std::unordered_map<std::string, float> params_;
SDL_GPUTextureFormat swapchain_fmt_ = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
// Entries read from preset.ini for each pass
struct PassDesc {
std::string vert_name; // e.g. "pass0_encode.vert"
std::string frag_name; // e.g. "pass0_encode.frag"
};
std::vector<PassDesc> descs_;
bool parseIni(const std::string& ini_path);
// Build a full-screen-triangle pipeline from two on-disk SPV files.
SDL_GPUGraphicsPipeline* buildPassPipeline(SDL_GPUDevice* device,
const std::string& vert_spv_path,
const std::string& frag_spv_path,
SDL_GPUTextureFormat target_fmt);
};

View File

@@ -1,68 +0,0 @@
#include "shader_manager.hpp"
#include <SDL3/SDL_log.h>
#include <filesystem>
#include <algorithm>
namespace fs = std::filesystem;
void ShaderManager::scan(const std::string& root_dir) {
root_dir_ = root_dir;
names_.clear();
dirs_.clear();
std::error_code ec;
for (const auto& entry : fs::directory_iterator(root_dir, ec)) {
if (!entry.is_directory()) continue;
fs::path ini = entry.path() / "preset.ini";
if (!fs::exists(ini)) continue;
std::string preset_name = entry.path().filename().string();
names_.push_back(preset_name);
dirs_[preset_name] = entry.path().string();
}
if (ec) {
SDL_Log("ShaderManager: scan error on %s: %s", root_dir.c_str(), ec.message().c_str());
}
std::sort(names_.begin(), names_.end());
SDL_Log("ShaderManager: found %d preset(s) in %s", (int)names_.size(), root_dir.c_str());
}
GpuShaderPreset* ShaderManager::load(SDL_GPUDevice* device,
const std::string& name,
SDL_GPUTextureFormat swapchain_fmt,
int w, int h) {
auto it = loaded_.find(name);
if (it != loaded_.end()) return it->second.get();
auto dir_it = dirs_.find(name);
if (dir_it == dirs_.end()) {
SDL_Log("ShaderManager: preset '%s' not found", name.c_str());
return nullptr;
}
auto preset = std::make_unique<GpuShaderPreset>();
if (!preset->load(device, dir_it->second, swapchain_fmt, w, h)) {
SDL_Log("ShaderManager: failed to load preset '%s'", name.c_str());
return nullptr;
}
GpuShaderPreset* raw = preset.get();
loaded_[name] = std::move(preset);
return raw;
}
void ShaderManager::onResize(SDL_GPUDevice* device, SDL_GPUTextureFormat /*swapchain_fmt*/, int w, int h) {
for (auto& [name, preset] : loaded_) {
preset->recreateTargets(device, w, h);
}
}
void ShaderManager::destroyAll(SDL_GPUDevice* device) {
for (auto& [name, preset] : loaded_) {
preset->destroy(device);
}
loaded_.clear();
}

View File

@@ -1,41 +0,0 @@
#pragma once
#include <SDL3/SDL_gpu.h>
#include <map>
#include <memory>
#include <string>
#include <vector>
#include "gpu_shader_preset.hpp"
// ============================================================================
// ShaderManager — discovers and manages runtime shader presets under
// a root directory (e.g., data/shaders/).
//
// Each subdirectory with a preset.ini is treated as a shader preset.
// ============================================================================
class ShaderManager {
public:
// Scan root_dir for preset subdirectories (each must contain preset.ini).
void scan(const std::string& root_dir);
// Available preset names (e.g. {"ntsc-md-rainbows"}).
const std::vector<std::string>& names() const { return names_; }
// Load and return a preset (cached). Returns null on failure.
GpuShaderPreset* load(SDL_GPUDevice* device,
const std::string& name,
SDL_GPUTextureFormat swapchain_fmt,
int w, int h);
// Recreate intermediate render targets on resolution change.
void onResize(SDL_GPUDevice* device, SDL_GPUTextureFormat swapchain_fmt, int w, int h);
void destroyAll(SDL_GPUDevice* device);
private:
std::string root_dir_;
std::vector<std::string> names_;
std::map<std::string, std::string> dirs_;
std::map<std::string, std::unique_ptr<GpuShaderPreset>> loaded_;
};

View File

@@ -38,19 +38,19 @@ bool InputHandler::processEvents(Engine& engine) {
// Controles de dirección de gravedad con teclas de cursor
case SDLK_UP:
engine.handleGravityDirectionChange(GravityDirection::UP, "Gravedad Arriba");
engine.handleGravityDirectionChange(GravityDirection::UP, "Gravedad arriba");
break;
case SDLK_DOWN:
engine.handleGravityDirectionChange(GravityDirection::DOWN, "Gravedad Abajo");
engine.handleGravityDirectionChange(GravityDirection::DOWN, "Gravedad abajo");
break;
case SDLK_LEFT:
engine.handleGravityDirectionChange(GravityDirection::LEFT, "Gravedad Izquierda");
engine.handleGravityDirectionChange(GravityDirection::LEFT, "Gravedad izquierda");
break;
case SDLK_RIGHT:
engine.handleGravityDirectionChange(GravityDirection::RIGHT, "Gravedad Derecha");
engine.handleGravityDirectionChange(GravityDirection::RIGHT, "Gravedad derecha");
break;
case SDLK_V:
@@ -193,40 +193,40 @@ bool InputHandler::processEvents(Engine& engine) {
// Cambio de número de pelotas (escenarios 1-8)
case SDLK_1:
engine.changeScenario(0, "10 Pelotas");
engine.changeScenario(0, "10 pelotas");
break;
case SDLK_2:
engine.changeScenario(1, "50 Pelotas");
engine.changeScenario(1, "50 pelotas");
break;
case SDLK_3:
engine.changeScenario(2, "100 Pelotas");
engine.changeScenario(2, "100 pelotas");
break;
case SDLK_4:
engine.changeScenario(3, "500 Pelotas");
engine.changeScenario(3, "500 pelotas");
break;
case SDLK_5:
engine.changeScenario(4, "1,000 Pelotas");
engine.changeScenario(4, "1.000 pelotas");
break;
case SDLK_6:
engine.changeScenario(5, "5,000 Pelotas");
engine.changeScenario(5, "5.000 pelotas");
break;
case SDLK_7:
engine.changeScenario(6, "10,000 Pelotas");
engine.changeScenario(6, "10.000 pelotas");
break;
case SDLK_8:
engine.changeScenario(7, "50,000 Pelotas");
engine.changeScenario(7, "50.000 pelotas");
break;
case SDLK_9:
if (engine.isCustomScenarioEnabled()) {
std::string custom_notif = std::to_string(engine.getCustomScenarioBalls()) + " Pelotas";
std::string custom_notif = std::to_string(engine.getCustomScenarioBalls()) + " pelotas";
engine.changeScenario(CUSTOM_SCENARIO_IDX, custom_notif.c_str());
}
break;

View File

@@ -24,7 +24,6 @@ void printHelp() {
std::cout << " --postfx [efecto] Arrancar con PostFX activo (default: complet): vinyeta, scanlines, cromatica, complet\n";
std::cout << " --vignette <float> Sobreescribir vignette_strength (activa PostFX si no hay --postfx)\n";
std::cout << " --chroma <float> Sobreescribir chroma_strength (activa PostFX si no hay --postfx)\n";
std::cout << " --shader <nombre> Arrancar con shader externo (ej: ntsc-md-rainbows)\n";
std::cout << " --help Mostrar esta ayuda\n\n";
std::cout << "Ejemplos:\n";
std::cout << " vibe3_physics # 320x240 zoom 3 (ventana 960x720)\n";
@@ -52,7 +51,6 @@ int main(int argc, char* argv[]) {
int initial_postfx = -1;
float override_vignette = -1.f;
float override_chroma = -1.f;
std::string initial_shader;
AppMode initial_mode = AppMode::SANDBOX; // Modo inicial (default: SANDBOX)
// Parsear argumentos
@@ -177,13 +175,6 @@ int main(int argc, char* argv[]) {
std::cerr << "Error: --max-balls requiere un valor\n";
return -1;
}
} else if (strcmp(argv[i], "--shader") == 0) {
if (i + 1 < argc) {
initial_shader = argv[++i];
} else {
std::cerr << "Error: --shader requiere un nombre de preset\n";
return -1;
}
} else {
std::cerr << "Error: Opción desconocida '" << argv[i] << "'\n";
printHelp();
@@ -215,9 +206,6 @@ int main(int argc, char* argv[]) {
engine.setPostFXParamOverrides(override_vignette, override_chroma);
}
if (!initial_shader.empty())
engine.setInitialShader(initial_shader);
if (!engine.initialize(width, height, zoom, fullscreen, initial_mode)) {
std::cout << "¡Error al inicializar el engine!" << std::endl;
return -1;

View File

@@ -1,6 +1,7 @@
#include "shape_manager.hpp"
#include <algorithm> // for std::min, std::max
#include <algorithm> // for std::min, std::max, std::transform
#include <cctype> // for ::tolower
#include <cstdlib> // for rand
#include <string> // for std::string
@@ -93,7 +94,7 @@ void ShapeManager::toggleShapeMode(bool force_gravity_on_exit) {
// Mostrar notificación (solo si NO estamos en modo demo o logo)
if (state_mgr_ && ui_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
ui_mgr_->showNotification("Modo Física");
ui_mgr_->showNotification("Modo física");
}
}
}
@@ -136,7 +137,7 @@ void ShapeManager::toggleDepthZoom() {
// Mostrar notificación si está en modo SANDBOX
if (ui_mgr_ && state_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
ui_mgr_->showNotification(depth_zoom_enabled_ ? "Profundidad On" : "Profundidad Off");
ui_mgr_->showNotification(depth_zoom_enabled_ ? "Profundidad on" : "Profundidad off");
}
}
}
@@ -277,7 +278,9 @@ void ShapeManager::activateShapeInternal(ShapeType type) {
// Mostrar notificación con nombre de figura (solo si NO estamos en modo demo o logo)
if (active_shape_ && state_mgr_ && ui_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
std::string notification = std::string("Modo ") + active_shape_->getName();
std::string shape_name = active_shape_->getName();
std::transform(shape_name.begin(), shape_name.end(), shape_name.begin(), ::tolower);
std::string notification = std::string("Modo ") + shape_name;
ui_mgr_->showNotification(notification);
}
}

View File

@@ -361,3 +361,11 @@ int TextRenderer::getTextHeight() {
return TTF_GetFontHeight(font_);
}
int TextRenderer::getGlyphHeight() {
if (!isInitialized()) {
return 0;
}
return TTF_GetFontAscent(font_) - TTF_GetFontDescent(font_);
}

View File

@@ -42,9 +42,12 @@ public:
// Útil para notificaciones y elementos UI de tamaño fijo
int getTextWidthPhysical(const char* text);
// Obtiene la altura de la fuente
// Obtiene la altura de la fuente (incluye line_gap)
int getTextHeight();
// Obtiene la altura real del glifo (ascender + |descendente|, sin line_gap)
int getGlyphHeight();
// Verifica si está inicializado correctamente
bool isInitialized() const { return font_ != nullptr && renderer_ != nullptr; }

View File

@@ -18,61 +18,64 @@ HelpOverlay::HelpOverlay()
box_y_(0),
column1_width_(0),
column2_width_(0),
column3_width_(0),
cached_texture_(nullptr),
last_category_color_({0, 0, 0, 255}),
last_content_color_({0, 0, 0, 255}),
last_bg_color_({0, 0, 0, 255}),
texture_needs_rebuild_(true) {
// Llenar lista de controles (organizados por categoría, equilibrado en 2 columnas)
// Llenar lista de controles (organizados por categoría, equilibrado en 3 columnas)
key_bindings_ = {
// COLUMNA 1: SIMULACIÓN
{"SIMULACIÓN", ""},
{"1-8", "Escenarios (10 a 50,000 pelotas)"},
{"F", "Toggle Física - Última Figura"},
{"B", "Modo Boids (enjambre)"},
{"ESPACIO", "Impulso contra gravedad"},
{"G", "Toggle Gravedad ON/OFF"},
{"CURSORES", "Dirección de gravedad"},
{"1-8", "Escenarios (10 a 50.000 pelotas)"},
{"F", "Cambia entre figura y física"},
{"B", "Cambia entre boids y física"},
{"ESPACIO", "Impulso contra la gravedad"},
{"G", "Activar / Desactivar gravedad"},
{"CURSORES", "Dirección de la gravedad"},
{"", ""}, // Separador
// COLUMNA 1: FIGURAS 3D
{"FIGURAS 3D", ""},
{"Q/W/E/R", "Esfera/Lissajous/Hélice/Toroide"},
{"T/Y/U/I", "Cubo/Cilindro/Icosaedro/Átomo"},
{"O", "Forma PNG"},
{"Q/W/E/R", "Esfera / Lissajous / Hélice / Toroide"},
{"T/Y/U/I", "Cubo / Cilindro / Icosaedro / Átomo"},
{"Num+/-", "Escalar figura"},
{"Num*", "Reset escala"},
{"Num/", "Toggle profundidad"},
{"Num/", "Activar / Desactivar profundidad"},
{"[new_col]", ""}, // CAMBIO DE COLUMNA -> COLUMNA 2
// COLUMNA 2: MODOS
{"MODOS", ""},
{"D", "Activar / Desactivar modo demo"},
{"L", "Activar / Desactivar modo demo lite"},
{"K", "Activar / Desactivar modo logo"},
{"", ""}, // Separador
// COLUMNA 1: VISUAL
// COLUMNA 2: VISUAL
{"VISUAL", ""},
{"C", "Tema siguiente"},
{"Shift+C", "Tema anterior"},
{"NumEnter", "Página de temas"},
{"N", "Cambiar sprite"},
{"[new_col]", ""}, // Separador -> CAMBIO DE COLUMNA
// COLUMNA 2: PANTALLA
{"PANTALLA", ""},
{"F1/F2", "Zoom out/in (ventana)"},
{"F3", "Fullscreen letterbox"},
{"F4", "Fullscreen real"},
{"F5", "Escalado (F3 activo)"},
{"V", "Toggle V-Sync"},
{"", ""}, // Separador
// COLUMNA 2: MODOS
{"MODOS", ""},
{"D", "Modo DEMO"},
{"Shift+D", "Pausar tema dinámico"},
{"L", "Modo DEMO LITE"},
{"K", "Modo LOGO (easter egg)"},
{"N", "Cambiar tamaño de pelota"},
{"X", "Ciclar presets PostFX"},
{"[new_col]", ""}, // CAMBIO DE COLUMNA -> COLUMNA 3
// COLUMNA 3: PANTALLA
{"PANTALLA", ""},
{"F1", "Disminuye ventana"},
{"F2", "Aumenta ventana"},
{"F3", "Pantalla completa"},
{"F4", "Pantalla completa real"},
{"F5", "Activar / Desactivar PostFX"},
{"F6", "Cambia el escalado de pantalla"},
{"V", "Activar / Desactivar V-Sync"},
{"", ""}, // Separador
// COLUMNA 2: DEBUG/AYUDA
{"DEBUG/AYUDA", ""},
{"F12", "Toggle info debug"},
// COLUMNA 3: DEBUG/AYUDA
{"DEBUG / AYUDA", ""},
{"F12", "Activar / Desactivar info debug"},
{"H", "Esta ayuda"},
{"ESC", "Salir"}};
}
@@ -157,12 +160,13 @@ void HelpOverlay::calculateTextDimensions(int& max_width, int& total_height) {
// Calcular ancho máximo por columna
int max_col1_width = 0;
int max_col2_width = 0;
int max_col3_width = 0;
int current_column = 0;
for (const auto& binding : key_bindings_) {
// Cambio de columna
if (strcmp(binding.key, "[new_col]") == 0) {
current_column = 1;
current_column++;
continue;
}
@@ -186,48 +190,51 @@ void HelpOverlay::calculateTextDimensions(int& max_width, int& total_height) {
// Actualizar máximo de columna correspondiente
if (current_column == 0) {
max_col1_width = std::max(max_col1_width, line_width);
} else {
} else if (current_column == 1) {
max_col2_width = std::max(max_col2_width, line_width);
} else {
max_col3_width = std::max(max_col3_width, line_width);
}
}
// Almacenar anchos de columnas en miembros para uso posterior
column1_width_ = max_col1_width;
column2_width_ = max_col2_width;
column3_width_ = max_col3_width;
// Ancho total: 2 columnas + 3 paddings (izq, medio, der)
max_width = max_col1_width + max_col2_width + padding * 3;
// Gap entre columnas: doble del padding para dar más respiro
int col_gap = padding * 2;
// Altura: contar líneas REALES en cada columna
int col1_lines = 0;
int col2_lines = 0;
// Ancho total: 3 columnas + padding izq/der + 2 gaps entre columnas
max_width = max_col1_width + max_col2_width + max_col3_width + padding * 2 + col_gap * 2;
// Calcular altura real simulando exactamente lo que hace el render
int col_heights[3] = {0, 0, 0};
current_column = 0;
for (const auto& binding : key_bindings_) {
// Cambio de columna
if (strcmp(binding.key, "[new_col]") == 0) {
current_column = 1;
current_column++;
continue;
}
// Separador vacío no cuenta como línea
if (binding.key[0] == '\0') {
continue;
}
// Contar línea (ya sea encabezado o contenido)
if (current_column == 0) {
col1_lines++;
col_heights[current_column] += line_height; // separador vacío
} else if (binding.description[0] == '\0') {
col_heights[current_column] += line_height; // encabezado
} else {
col2_lines++;
col_heights[current_column] += line_height; // línea normal
}
}
// Usar la columna más larga para calcular altura
int max_column_lines = std::max(col1_lines, col2_lines);
int content_height = std::max({col_heights[0], col_heights[1], col_heights[2]});
// Altura: título (2 líneas) + contenido + padding superior e inferior
total_height = line_height * 2 + max_column_lines * line_height + padding * 2;
// Eliminar el line_gap de la última línea: ese gap es espacio entre líneas,
// pero la última línea no tiene siguiente, así que queda como padding muerto.
int glyph_height = text_renderer_->getGlyphHeight();
int visual_content_height = content_height - (line_height - glyph_height);
total_height = visual_content_height + padding * 2;
}
void HelpOverlay::calculateBoxDimensions() {
@@ -245,6 +252,7 @@ void HelpOverlay::calculateBoxDimensions() {
// Centrar en pantalla
box_x_ = (physical_width_ - box_width_) / 2;
box_y_ = (physical_height_ - box_height_) / 2;
}
void HelpOverlay::rebuildCachedTexture() {
@@ -334,56 +342,64 @@ void HelpOverlay::rebuildCachedTexture() {
// Configuración de espaciado
int line_height = text_renderer_->getTextHeight();
// Padding dinámico basado en altura física: 25px para >= 600px, escalado proporcionalmente para menores
int padding = (physical_height_ >= 600) ? 25 : std::max(10, physical_height_ / 24);
int col_gap = padding * 2;
int current_x = padding; // Coordenadas relativas a la textura (0,0)
// Posición X de inicio de cada columna
int col_start[3];
col_start[0] = padding;
col_start[1] = padding + column1_width_ + col_gap;
col_start[2] = padding + column1_width_ + col_gap + column2_width_ + col_gap;
// Ancho de cada columna (para centrado interno)
int col_width[3] = {column1_width_, column2_width_, column3_width_};
int glyph_height = text_renderer_->getGlyphHeight();
int current_y = padding;
int current_column = 0;
// Título principal
const char* title = "CONTROLES - ViBe3 Physics";
int title_width = text_renderer_->getTextWidthPhysical(title);
text_renderer_->printAbsolute(box_width_ / 2 - title_width / 2, current_y, title, category_color);
current_y += line_height * 2;
int content_start_y = current_y;
// Renderizar cada línea
for (const auto& binding : key_bindings_) {
if (strcmp(binding.key, "[new_col]") == 0 && binding.description[0] == '\0') {
if (current_column == 0) {
current_column = 1;
current_x = padding + column1_width_ + padding; // Usar ancho real de columna 1
if (current_column < 2) {
current_column++;
current_y = content_start_y;
}
continue;
}
// CHECK PADDING INFERIOR ANTES de escribir la línea (AMBAS COLUMNAS)
// Verificar si la PRÓXIMA línea cabrá dentro del box con padding inferior
if (current_y + line_height >= box_height_ - padding) {
if (current_column == 0) {
// Columna 0 llena: cambiar a columna 1
current_column = 1;
current_x = padding + column1_width_ + padding;
current_y = content_start_y;
} else {
// Columna 1 llena: omitir resto de texto (no cabe)
// Preferible omitir que sobresalir del overlay
continue;
}
// CHECK PADDING INFERIOR ANTES de escribir la línea
// Usamos glyph_height (no line_height) porque el gap después de la última línea no ocupa espacio visual
if (current_y + glyph_height > box_height_ - padding) {
continue;
}
int cx = col_start[current_column];
int cw = col_width[current_column];
if (binding.description[0] == '\0') {
text_renderer_->printAbsolute(current_x, current_y, binding.key, category_color);
current_y += line_height + 2;
if (binding.key[0] == '\0') {
// Separador vacío: avanzar una línea completa
current_y += line_height;
} else {
// Encabezado de sección — centrado en la columna
int w = text_renderer_->getTextWidthPhysical(binding.key);
text_renderer_->printAbsolute(cx + (cw - w) / 2, current_y, binding.key, category_color);
current_y += line_height;
}
continue;
}
text_renderer_->printAbsolute(current_x, current_y, binding.key, content_color);
// Par tecla+descripción — centrado como bloque en la columna
int key_width = text_renderer_->getTextWidthPhysical(binding.key);
text_renderer_->printAbsolute(current_x + key_width + 10, current_y, binding.description, content_color);
int desc_width = text_renderer_->getTextWidthPhysical(binding.description);
int total_width = key_width + 10 + desc_width;
int line_x = cx + (cw - total_width) / 2;
text_renderer_->printAbsolute(line_x, current_y, binding.key, category_color);
text_renderer_->printAbsolute(line_x + key_width + 10, current_y, binding.description, content_color);
current_y += line_height;
}

View File

@@ -76,6 +76,7 @@ class HelpOverlay {
// Anchos individuales de cada columna (para evitar solapamiento)
int column1_width_;
int column2_width_;
int column3_width_;
// Sistema de caché para optimización de rendimiento
SDL_Texture* cached_texture_; // Textura cacheada del overlay completo

View File

@@ -100,7 +100,7 @@ void UIManager::initialize(SDL_Renderer* renderer, ThemeManager* theme_manager,
// Crear y configurar sistema de ayuda (overlay)
help_overlay_ = new HelpOverlay();
help_overlay_->initialize(renderer, theme_manager_, physical_width, physical_height, current_font_size_);
help_overlay_->initialize(renderer, theme_manager_, physical_width, physical_height, std::max(9, current_font_size_ - 1));
// Inicializar FPS counter
fps_last_time_ = SDL_GetTicks();
@@ -195,7 +195,7 @@ void UIManager::updatePhysicalWindowSize(int width, int height) {
// Actualizar help overlay con font size actual Y nuevas dimensiones (atómicamente)
if (help_overlay_) {
help_overlay_->updateAll(current_font_size_, width, height);
help_overlay_->updateAll(std::max(9, current_font_size_ - 1), width, height);
}
// Actualizar otros componentes de UI con nuevas dimensiones
@@ -336,9 +336,7 @@ void UIManager::renderDebugHUD(const Engine* engine,
lines.push_back(refresh_text);
lines.push_back(theme_text);
std::string postfx_text;
if (engine->isExternalShaderActive()) {
postfx_text = "Shader: " + engine->getActiveShaderName();
} else if (!engine->isPostFXEnabled()) {
if (!engine->isPostFXEnabled()) {
postfx_text = "PostFX: OFF";
} else {
static constexpr const char* preset_names[4] = {